90 lines
3.7 KiB
C#
90 lines
3.7 KiB
C#
using Common;
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using RpcComponents;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Rendering;
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using Unity.Transforms;
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using UnityEngine;
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namespace Server
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{
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct ServerProcessGameEntryRequestSystem : ISystem
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{
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<TdPrefabs>();
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var builder = new EntityQueryBuilder(Allocator.Temp).WithAll<TdTeamRequest, ReceiveRpcCommandRequest>();
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state.RequireForUpdate(state.GetEntityQuery(builder));
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}
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public void OnUpdate(ref SystemState state)
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{
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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var tdPrefabs = SystemAPI.GetSingleton<TdPrefabs>();
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var characterPrefab = tdPrefabs.Character;
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var fpsPlayerPrefab = tdPrefabs.FPSPlayer;
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foreach (var (teamRequest, requestSource, requestEntity) in SystemAPI.Query<TdTeamRequest, ReceiveRpcCommandRequest>().WithEntityAccess())
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{
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//destroy request entity that only holds request
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ecb.DestroyEntity(requestEntity);
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//sync server connection entity with client connection entity
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ecb.AddComponent<NetworkStreamInGame>(requestSource.SourceConnection);
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var requestedTeam = teamRequest.Value;
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var requestedColor = teamRequest.Color;
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float3 spawnPosition = float3.zero;
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var clientId = SystemAPI.GetComponent<NetworkId>(requestSource.SourceConnection).Value;
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switch (clientId)
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{
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case 1:
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spawnPosition = new float3(0f, 1f, 0f);
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break;
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case 2:
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spawnPosition = new float3(2f, 1f, 0f);
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break;
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}
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Debug.Log($"Server is assigning ClientId {clientId} to team {requestedTeam}");
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var newCharacter = ecb.Instantiate(characterPrefab);
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var newFPSPlayer = ecb.Instantiate(fpsPlayerPrefab);
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ecb.SetName(newCharacter, "Character");
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var newTransform = LocalTransform.FromPosition(spawnPosition);
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ecb.SetComponent(newCharacter, newTransform);
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ecb.SetComponent(newCharacter, new GhostOwner { NetworkId = clientId});
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ecb.SetComponent(newFPSPlayer, new GhostOwner { NetworkId = clientId});
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ecb.SetComponent(newCharacter, new TdTeam { Value = requestedTeam });
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ecb.SetComponent(newCharacter, new CharacterConfig
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{
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Color = requestedColor
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});
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//Setup connection
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FirstPersonPlayer playerComponent = SystemAPI.GetComponent<FirstPersonPlayer>(tdPrefabs.FPSPlayer);
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playerComponent.ControlledCharacter = newCharacter;
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ecb.SetComponent(newFPSPlayer, playerComponent);
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//Destroy character prefab, when client disconnects
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ecb.AppendToBuffer(requestSource.SourceConnection, new LinkedEntityGroup{Value = newCharacter});
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ecb.AppendToBuffer(requestSource.SourceConnection, new LinkedEntityGroup{Value = newFPSPlayer});
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}
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ecb.Playback(state.EntityManager);
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}
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}
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} |